All options are optional. The numbers shown are clamped at runtime — passing values outside the range does not error; they get clamped to the nearest endpoint. Per-difficulty defaults are picked up automatically when an option is omitted.
Reference table
Pattern
NxN grid flashes a growing sequence; player repeats it by clicking.Circuit
Grid of rotatable pipes; connect the start endpoint to the end before time runs out.Sequence
Greek letters appear one at a time, the full sequence holds, then hides. Player re-enters it on the keypad.Verbal
One word at a time. ClickSEEN (Q) or NEW (E). Lose on too many mistakes; win on a streak.
Memory
Random tiles light up on a grid, then hide. Click all of them.Crack
Mastermind. Deduce the hidden color combo from per-slot feedback pegs.Sniffer
A live packet stream scrolls past. Click every packet matching the target signature (proto + IP + port + flag). Missed or false clicks cost a life.ColorCount
A grid of colored cells flashes. Hide it, then ask “how many of color X were on the board”. Multiple rounds.gridSize is clamped to a max of 7 by the normalizer even though the medium and hard defaults reference 8 and 9. The defaults table is read first, then the clamp applies — meaning all three difficulties currently render at gridSize 7 unless you pass an explicit override below 7. Worth knowing if you’re tuning.Drill
Manage drill power: heat rises with applied power, cools when idle. Strikes cost lives; depth is the goal.Drill is
bare-only. The terminal chrome reads thematically wrong against an industrial drill panel.Lockpick
A cursor sweeps a horizontal track. Tap when the cursor is over the (hidden) zone to set a pin. Misses cost strikes.Lockpick is
strip-only.Fishing
Direct port of the cc-fishgame mechanic — keep a moving zone over a fish until the bar fills. Uses rarity instead of difficulty.Fishing is
strip-only.Path
A field of points appears with one highlighted as the start. Click the nearest unvisited point. Wrong-click instant-fails. Multiple rounds.Untangle
A planar-by-construction graph spawns with edges visibly intersecting. Drag points until no two edges cross.Hotkey
Each prompt shows a key and a window. Hit it inside the window or eat a miss.Tracer
Hold the cursor inside a moving target circle for a duration.Aim
Click shrinking circles before they vanish.Cadence
Hold a key for a target duration with a percentage tolerance (and a floor for short targets).Flick
A row of arrow keys. Tap them in order before time runs out.Flick is
strip-only.Cut
Steer a cursor along a wavy guideline without slipping off.Cut is
strip-only.Shell
Type-through goals on a fake shell. Difficulty scales the goal count; the timer is shared across all goals.Outrun
Type characters before a “trace” bar fills. Higher difficulty = less time, more chars, harsher lines.Balance
Inverted-pendulum dial. Q/E apply held-counter-torque (which ramps up). Stay in the green wedge forholdSeconds.
Balance is
strip-only.Masher
Mash a key to fill an arc faster than it drains. Optionally split into multiple keys.Masher is
strip-only.
When
keys is supplied each key gets a 1/N slice of timeMs and must reach 100% within its slice.
Minesweeper
Classic Minesweeper.Rhythm
4-lane note-hit. Hit % over the chart length must clear the threshold.LightsOut
Click a cell to toggle it and its 4-neighbours. Goal: turn ALL lights ON. Generated solvable.Towers
Block slides side-to-side; press SPACE to drop. Overhang is sliced. ReachtargetStacks to win. Speed escalates +5% per block.
Safe
Safecracker dial. A/D rotate, W locks. The dial plays a tumbler-fall sound at the right tick — stop on it, lock, then reverse for the next pin.
When
code is supplied and the safe is cracked, a sticky-note overlay shows the code and waits for the player to dismiss it before the export resolves.
Frequency (solo-only on this page)
A two-player tuning game. The “viewer” reads a target waveform, the “tuner” adjusts probe frequency and amplitude until both axes are within tolerance, then both players hold forholdSeconds to win. The server is authoritative.
For the two-player setup, see the dedicated Frequency multiplayer page. The export below covers solo debug usage and the per-client invocation that the server triggers behind the scenes.